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Invalid State Parameter Acs_namedexecutealways

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by wratorciare1982 2020. 1. 24. 11:52

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Invalid State Parameter Acs_namedexecutealways

I am making a batch file in Windows XP to copy my folders I need to another folder on my PC. I am getting an error.I get the error 'Invalid number of parameters'. You need quotes at least around the filenames or directories with spaces in them but the best is to quote the whole parameters to avoid other problems as suggested by Marcks Thomas in the comments: xcopy /s/z 'D:Documents and Settings%username%Favorites' 'C:SomeRandomFolder'or in this particular case copying from a user home directory, as Phillip R. Commented, to work on all windows versions (including other languages too) you can use: xcopy /s/z '%userprofile%' 'C:SomeRandomFolder'.

It's because the Zandronum community (even with us combined) isn't that large, and not many people actually test the engine out. Even those who did usually only tested one specific mod or a handful of players rather than lots of different mods and lots of players.

Parameter

That particular piece of DECORATE code seems to work fine. I just tried copying all of it and pasting it into a file named decorate.txt then dragging this.txt file on top of ZDoom and I don't get your error. Perhaps your error is coming from somewhere else in your DECORATE file?Also, 2 things of note:1) 'Coin' is already defined in zdoom.pk3 so you might want to pick a different actor name, otherwise you'll get warnings. If you want to replace the Coin actor, give your actor a new name then add the 'replaces' keyword:Code:.Actor ZDoomSurvivalCoin: CustomInventory replaces Coin 10492// stuffB) You might also want to use ACSNamedExecuteAlways because without the 'Always' variant, sometimes the script will not fire if lots of coins are being picked up at the same time which would result in the script in giving the player less coins than expected. ACSExecute will only ever run 1 copy of a script at a time.Joined: 27 Oct 2003 Location: Kuala Lumpur, Malaysia Github ID: nashmuhandes Operating System: Windows 10/8.1/8 64-bit Graphics Processor: nVidia with Vulkan support.

Graf Zahl wrote:What ZDoom version are you using? If you get an error for some valid definition, chances are that it's too old.Yup, downloaded ZDoom 2.7.1 but accidentally had ZDL point to ZDoom 2.5.0. Real shame after a week of frustration I never caught that.However, ZDoom still cannot find my 'GiveCoins' script (or my coin sprite, for that matter).

When walking over a ZCoin (renamed from coin, thanks Nash), I get the following run-time error:Code:. PStartScript: Unknown Script 'GiveCoins'.It seems that if I add #import 'coinman' into my map script acs can't find the script either.I'm pretty sure if I put my script into a specific map and changed the second parameter of ACSExecuteAlways to reflect that, the script would run. However, I am trying to run the scrip from my /acs directory so it can be used in all the maps of my mod without having to pass excessive amounts of data from level to level.The rest of my decorate file is the Shadow ripped from KDIZD and a custom definition for the Zombieman to drop a ZCoin in addition to his clip. It seems to be working properly. Joined: 11 Aug 2013. Thank you XutaWoo, this code works. But I still have a few questions as to why it works.

I thumbed through the Wiki and I'm having a bit of trouble understanding why I need two separate actors for one coin entity.Right now I have the impression that the Coinage actor defines a 'slot' for coins in my inventory, and in an oop sense of things, is static in nature. And the 10Coin actor is the physical thing that exists in the game world that modifies some 'amount' property of the 'static' Coinage actor.The other impression I have is that my coin is now being implemented as an inventory item in a similar manner to inventory items like those in Heretic. It has no definitions for what should happen if a 'use' event is raised, so as a result my coins sit in the player's inventory like a Heretic potion would, but pressing the 'use' key has no effect on it. However, that would mean that if I tried to use the 'Next Item' and 'Previous Item' keys (binded to and in my case), I would be able to see an inventory menu that displayed my coins, but upon pressing 'Next Item' and 'Previous Item', nothing happens.

I'm not sure where my paradigm of the decorate code is wrong. Joined: 11 Aug 2013. That's what the +INVENTORY.INVBAR flag is for.'

Invalid State Parameter Acs_namedexecutealways

Invalid state parameter acs_namedexecutealways

Basically, Inventory is the most basic class for inventory items. It just defines that the item can be picked up and will be put in the player's inventory. Since it's so basic, it's basically invisible in normal gameplay; all things that do something, like weapons, power ups, health, ammo, all that stuff, have base classes that have hard coded features that put distinctions on how they're carried and used.

Since the base Inventory class has none of these, though, the only thing special about the actors that inherit from it is the fact that they can be picked up and stored in a part of a player's inventory. Since there is nothing else, you can't actually make the item do something, but that makes it a lot safer for other actors, scripts, and other such things to use those actors as tokens or variables. In this case, since the only way for a player to interact with the Coinage item is by using console commands that are usually used for cheating or debugging, it's perfect for keeping track of a money value since there's no way for them to do something that'd suddenly nuke it. Unless you implement a way to do so intentionally.one day when going to see the rabbit, there was a previous visitor. Joined: 30 Dec 2006 Location: beautiful hills of those who are friends.

Invalid State Parameter Acs_namedexecutealways